
// Z pass.
// out put normal, depth, and world position. 
// define VPASS_PREPASS
// dummy shader. 

#include <MaterialVertex>

struct SGV2F 
{
	float4 HPos : POSITION;

//	float4 TexCoord : TEXCOORD0;
//	float ZInfo:TEXCOORD1;
};

SGV2F VMain(VVertexInput Input)
{
	SGV2F OUT = (SGV2F)0;
	// init vertex context.
	VVertexContext vCtx = VInitVertexContext(Input);
	//
	//vCtx.HPos.z /= DepthRange.y;		// linear depth.
	OUT.HPos = vCtx.HPos;
	return OUT;
}